Many times, advice in response to GM/player issues seems to revolve around "You're the GM; pronounce X". Whether X is removing a person from the game, or barring a class or race, or what-have-you.
In my experience, though, the social environment doesn't really permit authority at that level. Sure, the GM runs the game; he isn't in charge of the social experience, though. His authority is limited by the people around him. While he has a role in the game, he's also just one of a half dozen friends getting together to enjoy a social activity together.
So in your games, how much power does the GM enjoy? Does this extend to the group makeup? Is his word law? Has the increase in player controlled narrative in RPGs over the years reduced this since the 70s and 80s?
I'm not talking about general jerk behaviour. Sure, any GM who's just a jerk is going to find himself playing alone in short order. So, excluding outliers of extreme antisocial behaviour - how much power does the GM have in (a) your game and (b) your group [during the game; if he has any outside the game then Jack Chick was right....]
In my experience, though, the social environment doesn't really permit authority at that level. Sure, the GM runs the game; he isn't in charge of the social experience, though. His authority is limited by the people around him. While he has a role in the game, he's also just one of a half dozen friends getting together to enjoy a social activity together.
So in your games, how much power does the GM enjoy? Does this extend to the group makeup? Is his word law? Has the increase in player controlled narrative in RPGs over the years reduced this since the 70s and 80s?
I'm not talking about general jerk behaviour. Sure, any GM who's just a jerk is going to find himself playing alone in short order. So, excluding outliers of extreme antisocial behaviour - how much power does the GM have in (a) your game and (b) your group [during the game; if he has any outside the game then Jack Chick was right....]
Last edited: